> [Monsters, NPC and Animals](srd_monsters.md) --- # Unicorn - CEO: [Licorne](hd_monsters_licorne.md) -  Large celestial, lawful good - **Armor Class** 12 - **Hit Points** 67 (9d10 + 18) - **Speed** 50 ft. |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |18 (+4)|14 (+2)|15 (+2)|11 (+0)|17 (+3)|16 (+3)| - **Senses** darkvision 60 ft., passive Perception 13 - **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. - **Challenge** 5 (1800 XP) - **Damage Immunities** poison - **Condition Immunities** charmed, paralyzed, poisoned ## Special Features **_Charge_**. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. **_Innate Spellcasting_**. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: _[detect evil and good](srd_spells_detect_evil_and_good.md)_, _[druidcraft](srd_spells_druidcraft.md)_, _[pass without trace](srd_spells_pass_without_trace.md)_ 1/day each: _[calm emotions](srd_spells_calm_emotions.md)_, _[dispel evil and good](srd_spells_dispel_evil_and_good.md)_, _[entangle](srd_spells_entangle.md)_ **_Magic Resistance_**. The unicorn has advantage on saving throws against spells and other magical effects. **_Magic Weapons_**. The unicorn's weapon attacks are magical. ## Actions **_Multiattack_**. The unicorn makes two attacks: one with its hooves and one with its horn. **_Hooves_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) bludgeoning damage. **_Horn_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 8 (1d8 + 4) piercing damage. **_Healing Touch (3/Day)_**. The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. **_Teleport (1/Day)_**. The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. ## Legendary Actions The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn. **_Hooves_**. The unicorn makes one attack with its hooves. **_Shimmering Shield (Costs 2 Actions)_**. The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. **_Heal Self (Costs 3 Actions)_**. The unicorn magically regains 11 (2d8 + 2) hit points.